I've encountered an issue where the legs of my tiny spidertrons can get stuck, like they're pinned to the ground. To be honest I'm still not completely sure what's causing it, but I think it happens when they collide with something. Once that collision occurs, the leg is then forever un-moveable, even if the colliding obstacle is removed or the spider is teleported to a new location.
I've included a copy of my (work in progress as I update to 2.0) mod, as well as a save file where some of the spiders are already stuck. It should be relatively easy to get more of them into the stuck state by using the mech armor to fly over the water. Some of the spiders will teleport into the water (I will fix this eventually), and then once you return to land they will teleport back and be unable to move. It also happens if you place blueprints on top of them (I added ghost layer to the leg collision mask), but it's not consistent. if you comment out line 74 in data.lua to remove the minimal_step_size increase, it happens much more frequently as they seemingly trip over their own feet and get stuck.
Some context for the mod - it adds small spidertrons that deconstruct stuff and build ghosts. Press Alt+S to recall them to the inventory, and press it again to deploy them and send them shooting out of your inventory. When they get stuck that's a good way to quickly toggle and reset them.
Please let me know if you need any more context or info, I'm not confident about my explanation or the root cause of this.
[2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
[2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
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- spiderbot testing.zip
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- spiderbots_0.2.1.zip
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Re: [2.0.13] Spider-vehicle legs remain stuck after colliding obstacle is gone
I'm finding that this happens frequently when the ghost layer is removed from the leg collision mask layers, resulting in the spiders reviving ghosts that their legs are standing on, trapping them.